About Clarabibulus Flingflopsparkfizz
Gnome alchemist (mindchemist, physician[SoM, free], eldritch infuser [free], polymath [PoW, free]) 8 , VMC Druid
CG Small humanoid (gnome)
Init +4; Senses low-light vision; Perception +17
AC 27, touch 17, flat-footed 22 (+8 armor, +5 Dex, +1 size, +2 natural, +1 deflect)
hp 124 (36 L1 + 56 Alchemist( 7 LVLs) +32 CON)
Fort +12, Ref +13, Will +7; +8 vs. poison, +2 vs. disease, fear, and despair
Speed 20 ft.
Ranged bomb +13/+8 (4d6+6 fire) or
. . poison bomb +13/+8 (poison smoke) or
. . smoke bomb +13/+8 (smoke)
Special Attacks bomb 18/day (4d6+6 fire, DC 20),
Alchemist (Mindchemist) Extracts Prepared (CL 8th; concentration +14)
3rd (3) Cure Serious Wounds, Channel Vigor, Displacement
2nd (6) Alchemical Allocation x4, Focused Scrutiny, Investigative Mind
1st (6) TBD x3, Heightened Awareness, Reduce Person, Long Arm
Alchemist Formulae Known :
3rd Animal Aspect (Greater), Arcane Sight, Beast Shape I, Bloodhound, Burrow, Channel Vigor, Countless Eyes, Cure Serious Wounds, Displacement, Fey Form I, Fly, Gaseous Form, Haste, Heroism, Monstrous Physique I, Nondetection, Orchid’s Drop, Penumbral Disguise, Protection from Energy, Seek Thoughts, Thorn Body, Tongues, Voluminous Vocabulary, Water Breathing
2nd Ablative Barrier, Acute Senses, Alchemical Allocation, Alter Self, Animal Aspect, Barkskin, Blur, Bull’s Strength, Cat’s Grace, Cure Moderate Wounds, Darkvision, Delay Disease, Delay Poison, Detect Thoughts, Eagle’s Splendor, Fire Sneeze, Focused Scrutiny, Fox’s Cunning, Heroic Fortune, Investigative Mind, Invisibility, Ironskin, Owl’s Wisdom, Perceive Cues, Resist Energy, See Invisibility, Spider Climb, Undetectable Alignment, Vine Strike
1st Adhesive Spittle, Ant Haul, Anticipate Peril, Blend, Bomber’s Eye, Comprehend Languages, Crafter’s Fortune, Cure Light Wounds, Detect Metal, Detect Secret Doors, Detect Undead, Endure Elements, Enlarge Person, Expeditious Retreat, Heightened Awareness, Long Arm, Monkeyfish, Negate Aroma, Reduce Person, Tears to Wine, Vocal Alteration, Wizened Appearance, Youthful Appearance
Str 13, Dex 20, Con 18, Int 22, Wis 18, Cha 14
Base Atk +6; CMB +6; CMD 22
Feats Skill Focus (Craft Alchemy), Extra Discovery x2, Extra Talent x3, Fey Obedience (Garl Glittergold
Magdh), Great Focus
Bonus Brew Potion, Combat Stamina, Extra Stamina, Lurker in the Dark, Push the Limits, Throw Anything
Associated Feats Point-Blank Shot, Precise Shot, Rapid Shot
Skills (88 ranks; (4 Alchemist +6 INT +1 oath) x8 lvls), 16 background
Appraise +14 (1* ranks, 3 class, 6 INT, 4 obedience),
Craft (alchemy) +31 (+39 to create alchemical items) ( ranks, 3 class, 6 INT, 2 race, 3 skill focus, 4 obedience, 5 competence),
Craft (armor) +14 (1* ranks, 3 class, 6 INT, 4 obedience),
Diplomacy +6 (1 ranks, 3 class, 2 CHA),
Escape Artist +16 (8 ranks, 3 class, 5 DEX),
Fly +18 (8 ranks, 3 class, 5 DEX, 2 size),
Heal +8 (1 ranks, 3 class, 4 WIS),
Knowledge (arcana) +27 (8 ranks, 3 class, 12 INTx2, 4 obedience),
Knowledge (dungeoneering) +27 (8 ranks, 3 class, 12 INTx2, 4 obedience),
Knowledge (engineering) +20 (1* ranks, 3 class, 12 INTx2, 4 obedience),
Knowledge (geography) +20 (1* ranks, 3 class, 12 INTx2, 4 obedience),
Knowledge (history) +20 (1* ranks, 3 class, 12 INTx2, 4 obedience),
Knowledge (local) +27 (8 ranks, 3 class, 12 INTx2, 4 obedience),
Knowledge (martial) +20 (1 ranks, 3 class, 12 INTx2, 4 obedience),
Knowledge (nature) +27 (8 ranks, 3 class, 12 INTx2, 4 obedience),
Knowledge (nobility) +20 (1* ranks, 3 class, 12 INTx2, 4 obedience),
Knowledge (planes) +27 (8 ranks, 3 class, 12 INTx2, 4 obedience),
Knowledge (psionics) +20 (1 ranks, 3 class, 12 INTx2, 4 obedience),
Knowledge (religion) +27 (8 ranks, 3 class, 12 INTx2, 4 obedience),
Linguistics +20 (1 ranks, 3 class, 12 INTx2, 4 obedience),
Perception +17 (8 ranks, 3 class, 4 WIS, 2 race),
Profession (brewer) +8 (1* rank, 3 class, 4 WIS),
Ride +9 (1 ranks, 3 class, 5 DEX),
Sense Motive +8 (1 rank, 3 class, 4 WIS),
Sleight of Hand +16 (8 rank, 3 class, 5 DEX),
Spellcraft +27 (8 ranks, 3 class, 12 INTx2, 4 obedience),
Stealth +28 ( ranks, 3 class, 6 DEX, 4 size, 5 competence, 2 insight),
Survival +12 (5 ranks, 3 class, 4 WIS),
Swim +5 (1 ranks, 3 class, 1 STR),
Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Abyssal, Aklo, Aquan, Celestial, Common, Daemonic, Draconic, Druidic, Dwarven, Gnome, Infernal, Protean, Sylvan, Terran, Undercommon
Load: Light 33 lbs, Med 67 lbs, Heavy 100 lbs
Alchemical Training Gain the Alchemy sphere as a bonus talent at 1st level. This replaces gnome magic.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Armor Expert (Combat): ACP -1
Gift for Magic (Magic): +2 trait bonus to CL for Alteration
Unorthodox Technique (Regional): trade Steel Serpent for Tempest Gale
Lessons of Garl Glittergold (Religion) - Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
Oathbound (Faith): Reroll failed save vs charm or compulsion, 1/day.
Pharoah’s Heroes (Campaign): +1 to Will, K. Nobility
Alchemist (including Physician, Eldritch Infuser)
Alchemy +8 (Su) +LVL to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+6 (18/day, DC 20) (Su) Thrown Splash Weapon deals 4d6+6 fire damage.
Cognatogen (DC 20) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 80 minutes.
Demolitionist When the eldritch infuser creates a formulae that deals damage, he may choose to apply any (blast type) talent he knows to it. This may change the damage type the formulae deals, but does not change any other effects the formulae may have. If he applies a (blast type) talent that would change the damage die size to a formulae that uses a die other than d6 (such as Aligned Liquid), treat a (blast type) talent that increases damage dice to d8 as increasing the damage die one size (1d4, 1d6, 1d8, 1d10, 1d12) and one that decreases damage dice to d4 as decreasing the damage die one size. This does not affect splash damage, and any creatures affected by splash damage do not suffer additional effects from the (blast type) talent, though the damage type might be changed. Any effects from a (blast type) talent that would affect a square, such as Crystal Blast, do not affect the squares affected by splash damage. He must spend any spell point cost for the (blast type) talent as normal when he creates the formulae.
Fast Bombs (Su) Throw multiple bombs as a full-round action.
Gene-Splicing (Su) When the alchemist prepares his mutagen he may choose one trait from any Alteration sphere talent. He gains that trait while under the effects of his mutagen for the duration of the mutagen. He must pay any spell point costs associated with the trait, and the trait uses his class level as its caster level for the purpose of determining effects. He may choose a different trait whenever he prepares his mutagen.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Precise Bomb (Su) If bomb hits, can exclude up to INT squares
Smoke Bomb (8 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stink Bomb (8 rds) (Su) Nauseates those within smoke cloud
Hygiene (Ex) +2 vs poison and disease
Physician gains a +2 bonus on all saves v disease and poison. (increase to +4 at level 10.)
Impromptu Formulae (10/day):
May create a formulae as a move action. He may use this ability a number of times per day equal to half his class level + his casting ability modifier.
Emergency Supplies (Ex)
The physician may have an additional number of formulae prepared at one time equal to his practitioner modifier (minimum 1), to a maximum equal to his physician level, as long as the formulae prepared with this ability cannot deal damage.
Perfect Recall When making a Knowledge check, add his INT*2
Poison Resistance +6 vs poisons
Swift Alchemy (Ex)
Half the normal time to create alchemical items. Apply poison to a weapon as a Move.
Swift Poisoning (Ex)
At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.
Trained Surgeon (Ex)
At 2nd level, the physician’s knowledge of hygiene, tool maintenance and sterilization allows him to get more out of his tools. Once per day, the physician may spend 5 minutes cleaning and replenishing expended supplies from a healer’s kit, regaining 10 uses to a healer’s kit (maximum 10 uses). At 10th level, the physician may use this ability an additional time per day.
Quick Healing (Ex)
At 6th level, the physician’s ability to remain calm under pressure becomes apparent on the battlefield. The physician may take 10 on Heal checks, even if he would not normally be able to.
Polymath known table
Riven hourglass, Tempest Gale, Solar wind
Stance @ 1,4,7 (L1,1,3)
Maneuvers: 1:2, 2:3, 3:2
Recovery : full-round action: recover INT maneuvers. Can replace w new ones. Swft: drink extract.
Tradition: Lords of the Wheel
Gain Riven Hourglass in place of Primal Fury
+2 insight bonus on Bluff, Sense Motive, and Stealth checks. In addition, a Lord of the Wheel of 3rd level or higher gains Lurker in Darkness as a bonus feat, even if he does not meet the prerequisites.
“I am not an assassin, to kill for mere money. I am not a murderer, to kill for convenience, or a thug, to kill for respect. I am a Lord, who kills to bring harmony, to ensure balance, and preserve the world against the forces which would destroy it. All things have their season to flourish and their season to die, and to this principle I dedicate my blade, my heart, and my soul. The Wheel is both beautiful and inevitable, and should I turn from it, let it crush my faithless heart.”
Clockwatcher (Counter) - You can act during a surprise round in which you would not normally be able to act.
Solar Sting (Strike) - initiator chooses a target area within range of his ranged attack, and makes an attack roll to hit that location (AC 5 plus any range penalties). The target area (one 10-ft. by 10-ft. square) becomes covered with phantom caltrops of softly glowing light that cause the area to be considered difficult terrain and act as vicious caltrops, using the initiator’s initiation modifier as their attack bonus and inflicting 1d2 points of damage and halving the base speed of any they manage to hit. Targets are denied their armor bonus, shield bonus, and deflection bonus to AC against this attack, but if they’re wearing boots or heavy foot gear they have a +2 armor bonus to their AC against this attack.
Sniper’s Eye (Stance) - ignore up to -6 in range penalties; gain +6 to ranged combat maneuvers
Stance of Piercing Rays (Stance) - +2d6 fire damage / ranged attack
Deflecting Shot (Counter) - Ranged disarm, using Sleight of Hand for CMB. If successful, attack is negated.
Feel the Wind (Boost) - Ignore environmental variables such as high winds and storm and rain that would cause the initiator to suffer penalties to his attack rolls, magically created (such as wall of wind or control weather or naturally caused such as in a gale force wind), when making ranged attacks for one round.
Sudden Gust (Strike) - +2d6 damage & ranged trip attempt, using Sleight for CMB.
Flickering Defense (Counter) Your opponent must roll twice for their attack and take the worse result, and takes a –4 penalty on their attack roll.
Probability Twist (Counter) You reroll a d20 roll or damage roll. You must take the results of your reroll, even if it’s worse.
Riven Hourglass Stance (Stance) +4 dodge bonus to your AC and a +4 bonus on Initiative checks. In addition, you become immune to the slow spell, and any power, psi-like ability, spell, or spell-like ability that targets only you suffers a 20% miss chance.
Find Gap (+3 to hit scouted)
Whenever you successfully use the scout ability against a creature, you treat their AC as 1 lower than it actually is for a number of rounds equal to 1/2 your ranks in Perception (minimum 1). For every 4 ranks you possess, treat their AC as an additional 1 point lower.
Identify Rhythms (+3 dodge vs scouted)
As long as you have martial focus, whenever you have successfully used the scout ability against a creature, you gain a +1 dodge bonus to AC against all of their attacks. For every 4 ranks in Perception you possess, this dodge bonus increases by +1.
Spheres of Might
B (Racial) Alchemy Sphere (Elixir)
B (Eldritch Infuser): Improved tanglefoot bag
B (Physician): Salve, Panacea
1: Martial Tradition: Chemist (Fast Draw, Improved Acid, Barroom sphere(hard drinker, alcoholic, double chug), Improved Sneezing powder),
2: Improved Flash Powder
2O: Scout Sphere
3: Sniper sphere
3F: Focusing Formula
4: Find Gap
4F: Identify Rhythms
5F: Barrage sphere
6: Perfect Shot
6O: Active Camouflage
7: Go limp
7F: Walk Unseen
8: Heightened Awareness
Alchemy Sphere - DC 21 (DC 23 if made while under Congatogen)
Improved Acid Flask (formulae, 6d6 damage, ½ to 5/10/15’, 6 damage to next 5/10/15’)
Craft DC: 15
You create a flask of acid that functions as a splash weapon you can use as a ranged touch attack with a range increment of 10 ft., dealing 1d6 acid damage +1d6 per two Craft (alchemy) ranks you possess to the target of a direct hit, half that damage to targets 5 ft. away from the point of contact, and 1 point of acid splash damage per die of damage this weapon deals on a direct hit to targets 10 ft. away from the point of contact (to a maximum of half the damage dealt to the primary target). Targets who take at least 2 points of acid damage from the initial attack take half the total damage again on the following round.
You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increases by 5 ft. (for example, if you increase the Craft DC to 25, you would deal full damage to all targets within 5 ft. of the point of contact, half damage to all targets 10 ft. away from the point of contact, and 1 point of damage to all creatures within 15 ft.).
Barroom Sphere (drunk: 5 rnds, 9 drinks / hr before sickened)
D: Alcoholic (no Brutal Breaker)
B: Double Chug
As a move action, you can draw and drink two non-magical alcoholic drinks or one magical drink and one non-magical drink; doing so doubles the duration of the drunk status and grants you a +1 circumstance bonus on all saving throws while drunk. You must have two open hands in order to perform a double chug. At +10 base attack bonus, performing a double chug lets you expend your drunk status twice before actually losing it.
As long as you possess the drunk status, whenever you receive damage, you may convert 1/2 of it into nonlethal damage; this talent ceases to function if you are immune to nonlethal damage or currently helpless.
Magic In The Spirits
So long as you have the drunk status, any weapon you wield gains a +1 enhancement bonus per 4 base attack bonus you possess (maximum: +5). This does not stack with any enhancement bonus the weapon might already possess. This is a supernatural effect.
Spheres of Power
Casting tradition: Destruction sphere, Crystal Blast
Drawback: Shape Focus (Energy Bomb)
(B) Energy Bomb
1: Divination Sphere
D: Divining Concoction
D: Limited Divination (Sense only)
D: Hidden Magic
B: Instill Divination
2: Alteration Sphere
D: Transformative Brew
B: Instill Shapeshift
3: Lingering Transformation
4: Greater Changes
5: Size Change
6: Bestial Reflexes
7: Elemental Transformation
8: Elemental Purity
Combat Stamina (13 pts) BAB+CON+3. Recover 1/min uninterrupted.
. . Push the Limits (4 pts) - can only be used when Stamina = 0.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Precise Shot [Combat Trick] 2 stamina points to assist an ally engaged with an enemy (+2 atk, +2 AC).
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rapid Shot [Combat Trick] Up to 1 stamina point for each shot taken using Rapid Shot, decrease penalty by 2 for each stamina spent.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Throw Anything [Combat Trick] Have at least 1 stamina point, use normal crit stats for thrown melee weapon. 2 stamina to increase range by +10 ft.
Oath of Offerings (7pts) - Clara reliably pours (ahem) half of her income into her search for the Ultimate Fizzy Drink (most of which leads to nothing of discernable value)
Oath of Loyalty (1pt) - Lords of the Wheel (see Polymath / PoW)
Bonus Talents (3) - talents at 2, 6, 10, 14, 18th level
Enhanced Abilities (2) - +2 to INT, WIS, DEX
Enhanced Defenses (1) - +2 enhancement bonus to armor
Inhuman Resilience (1) - +2 resistance bonus to Saves, +2 natural armor to AC
Skillful (1) - all skills are class skills; +1 rank/level
Wild Empathy: At 3rd level, she gains wild empathy, treating her character level as her effective druid level.
Druidic Herbalism: As a druid of her character level – 4.